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U360 Spring Options and Observations
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kagaden:

--- Quote from: AndyWarne on May 16, 2010, 11:22:23 am ---Kagaden,

I have tested and so far unable to reproduce the button issue you mention. So maybe we can correspond via email about this and find how I can see the problem.

Also need to get to the bottom of any "slowness" you have found as this is not something that has been reported and there is certainly no lag in the stick itself.

You mention other software issues, so would like any information on these issues as I will look at any problems.

Andy

--- End quote ---

Thanks so much for the quick response Andy! It's great to hear about improvements with the upcoming U360's. If you offer kits to modify the previous versions I'll definitely pick a couple of these up.

I'm using Windows XP with Mala: Final Burn Alpha (sfIII:3s+SSF2T), Daphne, & SFIV-pc.

For the latency, it feels to me like inputs are being dropped if you give the stick very fast joystick inputs at once. This seems much worse when I DO NOT select "Keep Joystick Analog". For example in SFIII:3s, try doing a super art very quickly. It works OK when you slow down, but as you speed up the input it becomes progressively more difficult.  I tend to have to tell people to slow down to perform the double half-circle motion and get a lot of complaints during heated gameplay that "they can't super" when they know they should be able to.  I'll see if I can an intelligent way of displaying this. Right now it's just a comparative feeling between the U360's and my old P360's I had in the cabinet for a year and some.

-----------------------------------

For the sticky cell report I think Sammy's way of doing it is probably easier to replicate than mine.

1. Program the U360 sticks with "8-Way Easy Diagonals" map.
2. Hook the U360 back up to your computer & button harness.
3. Open up Windows Gamepad Properties in the Control Panel.
4. Move the stick around and tap the buttons occasionally.
5. --> When you hit a "sticky cell", the buttons will stop responding... holding the joystick in this position will prevent any other inputs from being read until you leave the sticky cell.

Additional Info: Personally, I thought this was working as designed considering the idea of sticky cells (they hold the previous input), but it would be nice if you could still use the buttons.

-----------------------------------

The other software issue for me tends to be the way the maps play out on my U360's. For me, I can tell little difference when I attempt to reprogram the sticks neutral deadzone to make it wider. I was hoping each cell would be equal distance but I find on my sticks that is not the case. The outside cells of the map feel far wider than the inside ones. This isn't so much a problem though as I said before... I've halfway gotten used to a smaller neutral deadzone and halfway pushed the neutral area out as far as possible (5x5).

Here are some steps:
1. Load up the 8-way diagonal map in the editor.
2. Increase the neutral area to a 5x5 square in the center.
3. Hook the controller back up to your PC.
4. --> The deadzone is still fairly small, the stick registers motion with slight movements.
5. Load up the 8-way diagonal map in the editor again.
6. Increase the neutral area to a 7x7 square in the center... leaving only 1 square width of input around the map.
7. Hook the controller back up to your PC.
8. --> The deadzone is too large now, at times, pressing at the edges will not register any input at all.

Additional Info: All testing was done on circular or square restrictors... I'm not sure if this is a problem with no restrictors.

Thanks again Andy!
-K
kowal:
50% dynamic on jap bearing stick is microswitch
W/O micro all this stick work bad but this fell is OK for analog games
JLW is good base for analog games
but average for digital
hard to reconciled true is U360 is very good stick but not perfect for all.
 if you use stick for digital games only as substitute P360, SUZO Inductive -U360 is not good equivalent, but FLASH1/ASCII stick have the same problem with dynamic on digital games, because JLF base still use bearings, for me U360 work better than FLSH1.

I never use map with sticky cell on digital mode, joystick sometimes stopped on sticky. But for me sticky cell is unnecessary. It is only option, and I do not use this.

I never have problem with deadzone, but i use custom separators for restrictors. Cause can be in different distance PCB from magnet. You can easy fix this alone, use bush or somethings on bolts

Andy this new bush work how pivot bushing on Seimitsu LS33/55?
AndyWarne:
The dead zone can be further tweaked by manually editing the UM map files and add the MapBorderLocations line, to adjust the size of the cells.

'------------------------------------------------------------------------------
' The UltraStik Map text file (*.um) format looks like the following:
'------------------------------------------------------------------------------
'# Comments are lines begining with "#" character, but will be lost upon saving!
'MapFileFormatVersion=1.0
'
'MapSize=9                   #<--Only "9" is supported for format 1.0
'MapBorderLocations=30,58,86,114,142,170,198,226   #<-- Number must be between 1 and 255, inclusive, with each successive # larger than the last.  There must MapSize minus one number on this line, each comma-separated.
'MapRow0=x,x,x,x,x,x,x,x,x   #<--"x" should be one of: -, N, NE, E, SE, S, SW, W, NW, C, * (where -=Analog, C=Center, *=Sticky)
'MapRow1=x,x,x,x,x,x,x,x,x   #<--# rows and columns should match MaxtrixSize
'MapRow2=x,x,x,x,x,x,x,x,x
'MapRow3=x,x,x,x,x,x,x,x,x
'MapRow4=x,x,x,x,x,x,x,x,x
'MapRow5=x,x,x,x,x,x,x,x,x
'MapRow6=x,x,x,x,x,x,x,x,x
'MapRow7=x,x,x,x,x,x,x,x,x
'MapRow8=x,x,x,x,x,x,x,x,x
'MapRow9=x,x,x,x,x,x,x,x,x

Still cant reproduce the no-button problem. Maybe you have an ol version of firmware, so I will send the latest by email.
AndyWarne:
Here is a comparison of the old bearing cup (left) vs new (right)

Franco B:
Smaller radius judging by those pictures then Andy?
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